unity-async

Installation
SKILL.md

Unity Async Strategy

Use this skill when the user is deciding how runtime work should be scheduled or cleaned up.

Guardrails

Mode: Both (Semi-Auto + Full-Auto) — advisory only, no REST skills

  • Do not recommend UniTask just because it looks more advanced than coroutine.
  • Prefer the simplest scheduling model that fits the use case.

Decision Ladder

  1. First ask whether the task needs per-frame work at all.
  2. If not, prefer events, callbacks, or explicit method calls.
  3. If a short Unity-bound sequence is needed, prefer coroutine.
  4. Recommend UniTask only when:
    • the project already uses it, or
    • the user explicitly wants it and accepts the dependency.
  5. Use Update only for true continuous simulation, polling, or input loops that cannot be event-driven.

Specific Guidance

  • Avoid many unrelated Update methods if a more event-driven flow works.
  • Cache references used in hot paths.
  • Always define lifecycle ownership:
    • who starts the work
    • who cancels or stops it
    • when it is cleaned up
  • In MonoBehaviour, prefer OnEnable / OnDisable / OnDestroy for subscribe-unsubscribe symmetry.
  • Use IDisposable mainly for pure C# lifetimes, temporary subscriptions, or scope-based cleanup helpers, not as a cargo-cult replacement for Unity lifecycle methods.

Output Format

  • Recommended scheduling model
  • Why it fits
  • Lifecycle / cancellation owner
  • Hot-path risks
  • Why the heavier alternative is unnecessary, if applicable
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